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TTW and Ahzteks weapon overhaul loot spawn issue

General help and troubleshooting.
stanwooz
Posts: 7
Joined: Tue May 07, 2013 10:58 am

TTW and Ahzteks weapon overhaul loot spawn issue

Post by stanwooz » Tue May 07, 2013 11:12 am

Hi yall! Ive been playing the newest version of TTW and its been running fine apart from one problem. The NPCs in the Capital wasteland only spawn with fallout NV and FO3 vanilla weapons. Before i upgraded from 1.4 to version 2.2 ahzteks weapon overhaul mod has been working with TTW by giving appropriate weapons to appropriate enemies without any problem. But now the only time ive come across a weapon thats from that mod is in rivet city at shrak and shrapnels where they where selling only one weapon from that mod. The rest of the weapons where vanilla ones. One thing that i find strange trough is that even trough i cannot find any new weapons their ammo is quite common to find like the makarov ammo and such. So i figured that if the ammo for the weapons spawn there should be a way to make the weapons spawn aswell. So if there is anyone that knows how to fix this please help! :)


Oh and here is my loadout order


[X] FalloutNV.esm

[X] DeadMoney.esm

[X] HonestHearts.esm

[X] OldWorldBlues.esm

[X] LonesomeRoad.esm

[X] GunRunnersArsenal.esm

[X] CaravanPack.esm

[X] ClassicPack.esm

[X] MercenaryPack.esm

[X] TribalPack.esm

[X] Caliber.esm

[X] CaliberXhonesthearts.esm

[X] CaliberXgunrunners.esm

[X] Project Nevada - Core.esm

[X] Project Nevada - Equipment.esm

[X] MoMod.esm

[X] SpeedyResources.esm

[X] AWorldOfPain(Preview).esm

[X] NSkies - Vanilla Edition.esm

[X] DFB - Random Encounters.esm

[X] IWS-Core.esm

[X] Leveled List Organizer.esm

[X] Project Nevada - Rebalance.esp

[X] Project Nevada - Cyberware.esp

[X] IWR.esm

[X] TaleOfTwoWastelands.esm

[X] Fallout3.esm

[X] Anchorage.esm

[X] ThePitt.esm

[X] BrokenSteel.esm

[X] PointLookout.esm

[X] Zeta.esm

[X] IWR - Rebuilt.esp

[X] Mission Mojave - Ultimate Edition.esp

[X] MMUE-CP-AWOP.esp

[X] MMUE-CP-PNCore.esp

[X] MMUE-CP-PNRebalance.esp

[X] MMUE-CP-PNEquipment.esp

[X] MMUE-CP-PNOWB.esp

[X] MMUE-CP-WMX.esp

[X] Project Nevada - Honest Hearts.esp

[X] Project Nevada - Old World Blues.esp

[X] Project Nevada - Lonesome Road.esp

[X] Project Nevada - Dead Money.esp

[X] Project Nevada - Gun Runners' Arsenal.esp

[X] IWS-Core-Civilians.esp

[X] IWS-Core-Guards.esp

[X] IWS-Core-Patrols.esp

[X] IWS-HH.esp

[X] IWS-DM.esp

[X] IWS-OWB.esp

[X] IWS-LR.esp

[X] WeaponModsExpanded.esp

[X] WMX-DeadMoney.esp

[X] WMX-LonesomeRoad.esp

[X] WMX-OldWorldBlues.esp

[X] WMX-HonestHearts.esp

[X] WMX-PreOrderPackMercenary.esp

[X] WMX-GunRunnersArsenal.esp

[X] WMX-PreOrderPackTribal.esp

[X] WMX-PreOrderPackClassic.esp

[X] WMX-PreOrderPackCaravan.esp

[X] RealSmokes.esp

[X] AWOPDeadMoney.esp

[X] XRE - CARS!.esp

[X] DriveThemCars0.015.esp

[X] Armor Your Vault Suits!.esp

[X] Respawning Containers.esp

[X] Casino UnBanner.esp

[X] WeaponJamming.esp

[X] DrugsAreBadMKay.esp

[X] FeelingIrradiated.esp

[X] Ahzteks Weapon Overhaul.esp

[X] Solar's Bottled Water.esp

[X] Solar's Bottled Water - Bottlecaps.esp

[X] TTW_MoreCookingItems.esp



plumjuice
Posts: 460
Joined: Wed Dec 12, 2012 11:59 am

Pretty sure vendor lists need

Post by plumjuice » Tue May 07, 2013 10:22 pm

Pretty sure vendor lists need a bashed and/or merged patch to play nice with each other.


Also, I see you are using mmue. Uninstall it. I'd recommend a new game as well just to be safe. Mmue does not play nice with TTW.


Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help



stanwooz
Posts: 7
Joined: Tue May 07, 2013 10:58 am

ah is there a way i could

Post by stanwooz » Tue May 07, 2013 10:40 pm

ah is there a way i could make this merged patch myself? Dont know mutch about modding fallout myslef but if someone told me the knowhows maybe i could pull it off! And thanks for letting me know that MMue works bad with  TTW. Ive come across some wierd bugs that noone seems to have like that i get teleported to the Devide if i enter the laboratory in rivet city and that the game wont launch in the beginning when i start a new game. Always have to turn of all my mods and start a game and then turn them all back on again. X) Maybe its Mmue thats causing it! So thanks again for letting me know! :D



kendubz09
Posts: 31
Joined: Thu Apr 04, 2013 9:41 pm

you could use Wrye bash on

Post by kendubz09 » Tue May 07, 2013 11:37 pm

you could use Wrye bash on the nexus and you can get that to make one for you. and i get the bug were you cant start a new game alot of mods do that for TTW.



stanwooz
Posts: 7
Joined: Tue May 07, 2013 10:58 am

Ok so i got Wrye bash and a

Post by stanwooz » Wed May 08, 2013 11:30 am

Ok so i got Wrye bash and a program called python that i needed to get it work. So how do i make the program create the file? Do i have to do something specific in the phyton program? Im kind of lost in it XD



plumjuice
Posts: 460
Joined: Wed Dec 12, 2012 11:59 am

WARNING: Slight wall of text

Post by plumjuice » Wed May 08, 2013 3:20 pm

WARNING: Slight wall of text


Not to be rude but a near totality of information required to use wrye bash is conviniently located at the wrye musings site.


FNVEdit is also your friend for making a merged patch. Again, relevant information can be found in their readme file. There is a youtube guy called Gopher, who has some informative and easy to understand videos discussing modding Bethesda games in general, and a video specific to FNVEdit.


Getting a clear answer as to which (bashed or merged) to use and why can be a bit tricky, and usually comes down to personal preference, although I am pretty sure that you can merge you merged patch into the bash patch with wrye. (Someone with a little more know-how should verify this)


The thing is, modding can be a finicky business, and each system handles the vanilla game iself slightly differently. The best advice I or anyone else can give you is to read up on the programs available (Bash, FNVEdit, BSAOpt, etc) and check their documentation. Specific questions, rather than "I have no idea, please do the work for me" are not only likely to be better recieved, but also easier to answer.


If you are not going to do even the basics yourself in terms of modding knowledge (and rest assured, knowing how to use Wrye/***Edit to make a bashed/merged patch is pretty much as basic as it gets) it is unlikely that anyone could help you, even if they tried.


If you are having difficulty with something specific, google it. Chances are VERY high that someone else has had a similar issue before, and more likely than not, a fix/solution/work-around was found.


If you are still unable to figure out how to mod effectively, play ttw with no mods at all. You can then help contribute wonderfully to bug finding, which will in turn allow the ttw team to make the most streamlined and enjoyable experience they can (as well as making adding mods later on a much easier task.


/rant


Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help



Senterpat
Posts: 239
Joined: Thu Feb 21, 2013 5:37 am

Just open the game in the

Post by Senterpat » Thu May 09, 2013 8:26 pm

Just open the game in the geck, add the mods leveled items to the DC Raider weapon leveled list and any other factions you want, and that's that.


Call me Pat. Senterpat is too much to type.

dawe1313
Posts: 162
Joined: Fri Mar 22, 2013 4:39 am

another problem is your load

Post by dawe1313 » Fri May 10, 2013 4:33 pm

another problem is your load order. check the [url=http://www.taleoftwowastelands.com/content/alpha-download]Alpha Download[/url] page.


the top part of your load order should be exactly like that. all other esm's should go after TTW's esm.


once you've corrected you load order and uninstalled MMUE, THEN make your merged/bashed patch. speaking of merged patches, you should make a new one every time you install a new mod, i.e.:


[list=1]


[*]install mod(s) (you can install several at once)


[*]correct load order


[*]delete old merged/bashed patch


[*]create new merged/bashed patch


[*]double check load order, merged/bashed patch should be last[/list]


rinse and repeat every time you install new mods



stanwooz
Posts: 7
Joined: Tue May 07, 2013 10:58 am

Ok so i know how these merged

Post by stanwooz » Thu May 16, 2013 12:07 am

Ok so i know how these merged patches work and how to create them and i corrected my loadout order. However i reverted my TTW back to version 1.4 scince it works with my new vegas mods and adds stuff from the new vegas mods (Like the weapons from Ahzteks overhaul) to fallout 3 which 2.2 doesnt do anymore. I did so to keep my load order shorter scince i dont need some Fallout 3 mods like MMM to add creatures because my New vegas mutant mod already does so.  I think il be sticking with 1.4 for now. However, i have some troube getting 2 Fallout 3 mods to work which i cannot play without. These are simple mods that makes indoor npc's respawn and all containers respawn. But as i expected they wont work. I know its kinda stupid to be asking a totally different question than this post was originaly intended to but now i just want to know how to get these two fallout 3 mods to work. Do i get them to work the same way as descibed in the tutorial for converting mods for 2.2 or do i have to do it some other way?



plumjuice
Posts: 460
Joined: Wed Dec 12, 2012 11:59 am

1.4 used a method of altering

Post by plumjuice » Thu May 16, 2013 4:32 am

1.4 used a method of altering the master files. It was clunky, inefficent and not even close to being what I would call reliable.


If you insist on using an outdated version, I would suggest that you unlearn the hubris that drove you to ask for support. 1.4 is inferior to the current version. There is no dispute.


Your inability to make these mods work is not something anyone can give reasonable comment on. You have not linked these mods, or even given the curtesy of naming them.


Senterpat provided the most, by far, elegant solution. I would suggest you do it. It will have the added benefit of growing your knowledge base.


Although it irritates me to provide any assistance when this is likely a problem of your own making, i will offer a single suggestion: It may be that these two particular mods require fose. I pity you if this is so.


I would also like to assert that 2.2 is more compatible with mods than 1.4, and is far more stable with them. Your particular issues are most likely caused (as inferenced by dawe1313) by mmue and a grossly incorrect load order. Ignore for the moment that you have not placed the FO3 esms directly below the FNV ones, but you have the ttw esm loading before its masters (the FO3 esms)


EDIT: I incorrectly assumed that you had updated your load order in your first post. You should update it or post it again if you require more assistance.


EDIT 2: I assume that the interior cell respawn is this mod http://fallout3.nexusmods.com/mods/1252/?, and the container respawn is http://fallout3.nexusmods.com/mods/1248/? by the same author?


Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help



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